[TESTREQUEST] Station Editor
Moderator: DevNet Public Moderators
Re: [TESTREQUEST] Station Editor
Hey all, the next update will make a bunch of fixes and improvements to station editing, including the "standard" camera controls. You can look at the upcoming log for details. If you switched to the free look I would be really curious if you still like it better than the improved standard version.
Re: [TESTREQUEST] Station Editor
The new camera is so much better.
-
- Posts: 143
- Joined: Thu, 29. May 14, 19:53
-
- Posts: 408
- Joined: Fri, 2. Apr 21, 21:06
Re: [TESTREQUEST] Station Editor
Loving the camera updates to 4.10 beta 6. Would be great if there was help text on bottom of the station editor, something like:
"Hold left mouse button to move camera up and down, and hold right button to rotate. Mouse wheel to zoom in and out..." and so on. And have it change contextually based on what player is doing.
"Hold left mouse button to move camera up and down, and hold right button to rotate. Mouse wheel to zoom in and out..." and so on. And have it change contextually based on what player is doing.
Re: [TESTREQUEST] Station Editor
I didn t use the free Look Version but the improved standard version looks 1000% better then it was before.DocAce wrote: ↑Thu, 12. Aug 21, 16:00Hey all, the next update will make a bunch of fixes and improvements to station editing, including the "standard" camera controls. You can look at the upcoming log for details. If you switched to the free look I would be really curious if you still like it better than the improved standard version.
I like the progress u are making on station editor. Good Job dev, keep it on.
But for Rotation of Modules why is rotation by mouse still the only option ? A Fast rotation by 45 degree by pressing a key by x, y or z axis would make so much sense and would be a really big improvement. Rotating by Mouse only feels so clumsy and is not even needed for most players.
Re: [TESTREQUEST] Station Editor
Do I have to remove the code line from the file now?DocAce wrote: ↑Thu, 12. Aug 21, 16:00Hey all, the next update will make a bunch of fixes and improvements to station editing, including the "standard" camera controls. You can look at the upcoming log for details. If you switched to the free look I would be really curious if you still like it better than the improved standard version.
Re: [TESTREQUEST] Station Editor
modern left click mouse dragging of the view area: good thing
right click camera roation from viewpoint. good thing.
WASD View movement speed. Good
4/8/6/2 movement good.
XY move Camera in / out speed Good
+/- Camera in / out good
closing utility areas to maximise view on building area: good
STRG+Z undo is still STRG+Y in German version. not good
(Key binding different on German Keyboards Y and Z are exchanged as we all know) Not intuitive because STRG+Z is undo in almost all other software. STRG +Y is "repeat last step" in most software instead. Please exchange keys in German Version.
Show environment Toggle: good
Allow module overlab toggle: good
Angle step Toggle VERY good
Modules rotate around central axis. not good.
Please change basic rotation axis to rotate the module around main connector
Please change rotation to be around used connector if module is already connected to other modules.
We have mouse module movement Y Axis and x axis. Why not add a shift key + mouse movement = Z axis movement to it
I also still would prefer a simple 3D software style movement / rotation tool
right click camera roation from viewpoint. good thing.
WASD View movement speed. Good
4/8/6/2 movement good.
XY move Camera in / out speed Good
+/- Camera in / out good
closing utility areas to maximise view on building area: good
STRG+Z undo is still STRG+Y in German version. not good
(Key binding different on German Keyboards Y and Z are exchanged as we all know) Not intuitive because STRG+Z is undo in almost all other software. STRG +Y is "repeat last step" in most software instead. Please exchange keys in German Version.
Show environment Toggle: good
Allow module overlab toggle: good
Angle step Toggle VERY good
Modules rotate around central axis. not good.
Please change basic rotation axis to rotate the module around main connector
Please change rotation to be around used connector if module is already connected to other modules.
We have mouse module movement Y Axis and x axis. Why not add a shift key + mouse movement = Z axis movement to it
I also still would prefer a simple 3D software style movement / rotation tool
Re: [TESTREQUEST] Station Editor
Also "select modules set Filter: Good
Re: [TESTREQUEST] Station Editor
I have been testing beta 6 without removing the line - Very comfortable with the improvements to the experimental camera, its a lot more intuitive than previous in beta 5.
Just one more question regarding that line - On completion of the beta I guess we should remove the line?
So really we ought to now be testing what will become the improved classic as default.
Laptop Dell G15 5510 : Win 11 x64
CPU - 10th Gen' Core I7 10870H 2.2-5.0ghz, GPU - NVidia Geforce RTX 3060, VRAM 6gb GDDR5,
RAM - 32gb (2x16gb, Dual Channel mode set in BIOS) DDR4 2933mhz Kingston Fury Impact,
SSD - Kioxia M.2 NVME 512gb (System), + Samsung M.2 NVME 970 Evo Plus 1tb (Games)
Long live Queen Polypheides and may her tentacles always be supple.
Seeker of Sohnen.
CPU - 10th Gen' Core I7 10870H 2.2-5.0ghz, GPU - NVidia Geforce RTX 3060, VRAM 6gb GDDR5,
RAM - 32gb (2x16gb, Dual Channel mode set in BIOS) DDR4 2933mhz Kingston Fury Impact,
SSD - Kioxia M.2 NVME 512gb (System), + Samsung M.2 NVME 970 Evo Plus 1tb (Games)
Long live Queen Polypheides and may her tentacles always be supple.
Seeker of Sohnen.
Re: [TESTREQUEST] Station Editor
Yeah, it's very nice now! I've still got the free camera line in, and being able to zoom with keyboard or mouse wheel has helped plenty. Rotating-on-right-click bug is good and dead.
My only problem with it now is that rotations seem to go backwards sometimes. I've got the part out in space, attached to nothing. It appears to be rotating around the center but, when I push up, the point I clicked goes down! It's easy to compensate, but I really shouldn't have to.
Green lines get left after placement pretty often. They don't hurt anything, but they don't look good.
Default of 60 degree jumps with the shift key is pretty high.
All in all, I was able to make a good sized station out of 74 modules without too much trouble.
My only problem with it now is that rotations seem to go backwards sometimes. I've got the part out in space, attached to nothing. It appears to be rotating around the center but, when I push up, the point I clicked goes down! It's easy to compensate, but I really shouldn't have to.
Green lines get left after placement pretty often. They don't hurt anything, but they don't look good.
Default of 60 degree jumps with the shift key is pretty high.
All in all, I was able to make a good sized station out of 74 modules without too much trouble.
"If you can't take a little bloody nose, maybe you ought to go back home
and crawl under your bed. It's not safe out here! It's wondrous, with
treasures to satiate desires both subtle and gross, but it's not for the
timid." ---- Q
and crawl under your bed. It's not safe out here! It's wondrous, with
treasures to satiate desires both subtle and gross, but it's not for the
timid." ---- Q
Re: [TESTREQUEST] Station Editor
Yes, I know, I used it. Before you use it, though, the default is 60 degrees. That seems really high to me.
"If you can't take a little bloody nose, maybe you ought to go back home
and crawl under your bed. It's not safe out here! It's wondrous, with
treasures to satiate desires both subtle and gross, but it's not for the
timid." ---- Q
and crawl under your bed. It's not safe out here! It's wondrous, with
treasures to satiate desires both subtle and gross, but it's not for the
timid." ---- Q
Re: [TESTREQUEST] Station Editor
Yes 45° would make more sense for a start rotational value. And it also will help to align modules if you can rotate by 1/8 rotation steps. Usualy what you want most of the time basicaly is 1/4 rotation (90°)
Also for the Camera mode, I expect to have a Toggle for the Used Camera mode in the Game options menu after the 4.1 release and not change code in the INI file myself. But that probaply is planned anyway.
I hope we will get a rotation around the used connector when a module is placed because especialy with modules that have not a centered connector ( many production modules have no center connector) it can get a bit messy to use them.
Re: [TESTREQUEST] Station Editor
I think 15° would be best for the rotation on modules when holding shift. with that, we could do 15, 30, 45, 60, and 90 degrees with no problem. In 4.1 beta 6, I feel that the 60° rotation is way too high, and does not allow me to do some things I was able to do before.G315t wrote: ↑Sat, 14. Aug 21, 19:32Yes 45° would make more sense for a start rotational value. And it also will help to align modules if you can rotate by 1/8 rotation steps. Usualy what you want most of the time basicaly is 1/4 rotation (90°)
Also for the Camera mode, I expect to have a Toggle for the Used Camera mode in the Game options menu after the 4.1 release and not change code in the INI file myself. But that probaply is planned anyway.
I hope we will get a rotation around the used connector when a module is placed because especialy with modules that have not a centered connector ( many production modules have no center connector) it can get a bit messy to use them.
Re: [TESTREQUEST] Station Editor
You didn't notice the cog button instead of dice? its options like collisions and rotation degrees slider by 5° incrementsFalcrack wrote: ↑Sat, 14. Aug 21, 22:05I think 15° would be best for the rotation on modules when holding shift. with that, we could do 15, 30, 45, 60, and 90 degrees with no problem. In 4.1 beta 6, I feel that the 60° rotation is way too high, and does not allow me to do some things I was able to do before.G315t wrote: ↑Sat, 14. Aug 21, 19:32Yes 45° would make more sense for a start rotational value. And it also will help to align modules if you can rotate by 1/8 rotation steps. Usualy what you want most of the time basicaly is 1/4 rotation (90°)
Also for the Camera mode, I expect to have a Toggle for the Used Camera mode in the Game options menu after the 4.1 release and not change code in the INI file myself. But that probaply is planned anyway.
I hope we will get a rotation around the used connector when a module is placed because especialy with modules that have not a centered connector ( many production modules have no center connector) it can get a bit messy to use them.
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.
Re: [TESTREQUEST] Station Editor
+1
Especially for rotation this would be the most intuitive and versatile control method.
Yeah, would it be possible to have LOD handling for external objects? It doesn't look great when you build close to gates/other objects right now:
screenshot
Re: [TESTREQUEST] Station Editor
Yes we have seen that we are talking about the starting value of the rotation when you use the builder without changing that number to your preferences.Buzz2005 wrote: ↑Sun, 15. Aug 21, 02:56You didn't notice the cog button instead of dice? its options like collisions and rotation degrees slider by 5° incrementsFalcrack wrote: ↑Sat, 14. Aug 21, 22:05I think 15° would be best for the rotation on modules when holding shift. with that, we could do 15, 30, 45, 60, and 90 degrees with no problem. In 4.1 beta 6, I feel that the 60° rotation is way too high, and does not allow me to do some things I was able to do before.G315t wrote: ↑Sat, 14. Aug 21, 19:32
Yes 45° would make more sense for a start rotational value. And it also will help to align modules if you can rotate by 1/8 rotation steps. Usualy what you want most of the time basicaly is 1/4 rotation (90°)
Also for the Camera mode, I expect to have a Toggle for the Used Camera mode in the Game options menu after the 4.1 release and not change code in the INI file myself. But that probaply is planned anyway.
I hope we will get a rotation around the used connector when a module is placed because especialy with modules that have not a centered connector ( many production modules have no center connector) it can get a bit messy to use them.
Re: [TESTREQUEST] Station Editor
Steam User FPStewy just reported that the WASD Camera Movement in the station builder does not work as long as the game is paused.
Mouse dragging camera and building itself works.
I have confirmed that in my game. Please check, it probably has something to do with the fact that WASD is also mapped for walking which is of course not possible while the game is paused.
WASD Camera movement should be available in the editor even if the game is on hold.
Mouse dragging camera and building itself works.
I have confirmed that in my game. Please check, it probably has something to do with the fact that WASD is also mapped for walking which is of course not possible while the game is paused.
WASD Camera movement should be available in the editor even if the game is on hold.